After SVGA (800 x 600) the next popular size was XGA (1024 x 768). These were 4:3 aspect ratio. After that things became a fit more varied. I used SXGA (1280 x 1024) quite a bit, but it has a different aspect ratio. Then came all the widescreen resolutions in 16:9 aspect ratio. HD 720 (1280 x 720) seems a reasonable minimum for those. So unless you can change the aspect ratio of your game, it is hard to use all the screen area.

I like 800 x 600 for embedded java and flash, as it leaves plenty of room for sidebars on a modern monitor, which is probably at least 1280 x 720. It would also be useable on 1024 x 768 with a bit of window scrolling, provided the user doesn't have a zillion toolbars enabled in the browser.

For a pop-up window, you need to leave room for the borders. If we assume a minimum of 1024 x 768 and then consider that a HD screen may only have 720 vertically, then 1024 x 720 less window borders is about the top. Someone mentioned 950 x 650 which seems a reasonable maximum. I still have a soft spot for 800 x 600 as it leaves some room for OS toolbars etc.

For full screen, one really needs to go for the largest native resolution, since most displays these days are LCD and do a poor job with anything else. Thus coping with arbitrary aspect ratios needs to be considered. If it looks ok on 1024 x 768 and 1280 x 720, thats probably ok.

I wonder why so many games don't do that. It requires one line of code for LWJGL and -1 lines of code for Java2D.

I think it's because people per code place elements at hard positions, within the game window. It's easy for me to make a nice HUD that works wonders, if I can assume that my game is always the same resolution. I just like to do grab the window dimensions every game update, and work from there

I wonder why so many games don't do that. It requires one line of code for LWJGL and -1 lines of code for Java2D.

I don't think the coding is the problem. Some pixel artwork doesn't scale well, and some games become easier if you can see more of the map (assuming the images don't get enlarged, so that more fit into the window). But I agree, there are many programs (not only games) which needlessly use fixed window sizes.

My question was more or less to see what will fit conveniently onto someones screen. Some of my programs remember the last window size when you closed them, some don't. For those which don't I wanted to have some sensible default.

I typically use a 1920x1080 monitor, so when i'm not using fullscreen I use 1600x900, but for my games that i've made the camera size is 940x560 and the window is scalable when not in fullscreen also, do you guys prefer bordered or borderless windows (ie. no close-resize-minimize buttons, no external frame)?

Busy between school, work, life, games, programming and general screwing around.If you'd like some pixel art for your game, send me a PM, i'll see what I can do.Current project: http://elementalwarblog.wordpress.com/

I prefer bordered, re-sizable, 800 x 600 windows. I prefer windowed display over full screen for most games, just because I like the option of doing many things at once while doing gaming. It is annoying to change music when games are forced into full screen.

My question was more or less to see what will fit conveniently onto someones screen. Some of my programs remember the last window size when you closed them, some don't. For those which don't I wanted to have some sensible default.

You can find the size of the screens without going fullscreen with GraphicsEnvironment.

By far my favorite for coding is 800x600. Its the perfect size! When im gaming however, fullscreen on either 1920x1080 or 1600x1440(i believe). 1440 is my second monitor,i do basically everything on it.

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